We're making good progress on the Saga!* One aspect of that, of course, is that the pups will keep growing beyond the summer season, which means we have to depict that growth. The problem is: over the first six months of their lives, wolf pups grow -- a LOT. And especially in the late summer months, they transform themselves from cute little pups to nearly-adult size and appearance. While it's technically possible to use morphs and blendshapes to gradually transform a 3D model to match this change in size and appearance, a combination of factors makes that unworkable for us. These range from legacy aspects of our pup and adult wolf model, along with the sheer complexity of the adult model. We are committed to our wolf models with their 60 coats, nearly 300 animations, and 60 (and counting) blendshapes (for different body modifications, various expressions, injuries, and more).
So instead, there will be some noticeable jumps as the pups age. We're trying to make these as incremental as we can, but to fully represent those changes from late summer to fall, it's almost impossible to make them seamless.
So for the Saga, pups will age in four stages: - Young Pups: That's what's in the game now in May, after the pups emerge from the den. - June Pups: Also what's in the game now, after they reach 15 pounds and journey to the rendezvous site. - July Pups: This will be a modified version of June pups, with the adult guard hairs and coat patterns starting to fade in, and a bit skinnier body. - August (and later) Pups: This is where the change really happens -- almost overnight, pups look like small adults (albeit pretty skinny), with their adult coat. By October, age six months, they've reached adult height. They are a bit lanky in appearance, because it takes another two months to reach adult length. But they are still pretty lightweight and skinny during this time, and it'll take another year for them to fill out and reach the body mass of an adult wolf.
So by fall, you really have to study a pup to recognize it as a pup -- based on physical appearance alone. But they still behave like pups. Even yearlings act puppyish until they're about 18 months old. And our pups will still act puppyish -- playful, inquisitive, and unreliable. Don't expect a yearling to go out hunting or marking on its own -- they're just not ready for that yet. Yearlings are good as babysitters, though, for the pups of the year.
* In the upcoming WolfQuest Saga, your pups will continue to grow into the fall and beyond, learning to hunt under your supervision, and then becoming yearlings when next year's pups are born. Time will continue progressing through the years until you die. The Saga is currently in development but we do not have a release date for it.
___________________
The WolfQuest saga will continue! Stay tuned for more news in upcoming devblogs about it and other new features!
Once the game is completed on PC/Mac, we will consider porting the game to other platforms.
We do not announce specific release dates. We will release them when they are ready.
Yo! We're back at it again at Odyssey Interactive with a micropatch! Today's micropatch is particularly micro, but is still patch! It'll feature some changes to characters you love! Or hate! I don't know how you play the game, I'm not one to judge! Alright, let us dig into it!!
Maps Rotation
It's getting cold in Ahten and the pipes of Inky's Splash Zone risk becoming frozen, so we're moving it into storage for a bit!
Rotated in :: Ahten City, Demon Dais Rotated out :: Oni Village, Inky's Splash Zone
Strikers
Finii
When it comes to damage, Finii is shining! Outside of that, she's a bit... dull? These changes intend to lower her damage while helping her control the field in other ways.
Nao is still struggling to find her footing, particularly at higher tiers of play. We're hoping to hook her up with a competitive advantage by adding some much-needed consistency to her portfolio.
SENTRY DRONE [PRIMARY]
Cooldown :: 7s → 6s
Drone Duration :: 3.25 → 3.5
PROXIMITY DRONE [SECONDARY]
Cooldown :: 12s → 10s
Explosion radius :: 575 → 650
Rasmus
Perhaps the extra data Nao has provided to him has helped Rasmus climb his way back to the top. To keep him in line, we're giving his Death Touch a... love tap.
DEATH TOUCH [SPECIAL]
Cooldown :: 18s → 20s
Vyce
As usual, her sister was getting all the attention, so Vyce has slipped out of the limelight. We're giving her some playmaking tools so she can shine a bit as brightly as she once did.
THUNDERSTRUCK [SECONDARY]
Cooldown :: 16s → 14s
Teleport Recast window :: 3.25s → 3.75s
GEAR AND AWAKENINGS
The Orb map is back, so we're bringing the Orb awakenings with it!
Y'know, movement abilities also count as "buffs", so we'll be nerfing chronoboost to weaken those movement buff double dippers a touch.
Buff and Debuff duration increase :: 35% → 30%
Movement ability range increase :: 75% → 70%
Deadeye
While Deadeye's main users have no trouble making dead guys, it still falls a bit flat for the rest of the cast. We're making it a bit easier to trigger so more Strikers can take their turn sniping the competitors.
Range :: 600 → 550
Fight or Flight
Fight or Flight, aka 'Better Slick Kicks' was too good. We're changing it to "Better Slick Kicks but not as good as before."
Speed boost :: 20% → 15%
Magnetized Soles
Everyone in the city has been waiting in line before the store even opens to get their hands on Slick Kicks. We'd like to see if the other stylish footwear from Ahten City can give it a run for its money.
Speed boost duration :: 1s →1.5s
This won't show up in the game tooltips but it's actually there. Source: just trust me bro
Monumentalist
Monumentalist wasn't really popping off in high tiers. With this change, Strikers might be creating some monuments in memory of their opponents. Because they'll be knocking enemies off the stage. Get it?
Creation PvP hit amplifier :: 15% → 20%
Creation Core hit amplifier :: 3% → 4%
Quick Strikes
We're striking Quick Strikes again quickly after we struck it last time. (It was still really good)
Login daily from November 16th to November 18th and unlock free Las Vegas Grand Prix items to show off on the Strip in style, including the official car of the Grand Prix*:
We interrupt your daily flight to bring you a new patch. FINALLY! The patch was ready on Tuesday, but internal problems with Steam kept me from releasing the patch. But hey, it's all fixed now!
Anyways, back to the patch. It adds the Hel's Fighters section of the Story menu, and rebalances the final bossfight to a more reasonable level. It also fixes a variety of bugs and adds some QoL features.
The new Hel's Fighters lore entries include information on various topics. From its origins, to the staff that runs the show, the arenas, and the various Champions. There's a total of 20 entries to read. Feel free to give me your opinions!
Onto the next topic, the final boss of the campaign had multiple aspects changed to make the fight less difficult and more entertaining, especially at lower difficulties. Several bugs that made the fight harder than intended were also patched out.
Finally, several QoL changes were added. The Quick Map now remains open when you switch between rooms. This should make active navigation easier. The feature is built into the game, so no need to mess with Option settings this time around.
Here is a full list of patch notes:
Balance:
Decreased the damage thresholds required to advance to the next phase of the final bossfight.
Decreased the final boss's weapon range from (1000, 800, 500) down to (800, 650, 500). > The order represents (long range, medium range, short range) respectively.
Decreased the amount of time the final boss uses Long Range loadouts from 15 seconds down to 10 seconds.
Decreased the final boss's bullet dodge range for long range loadouts from (150, 200, 250, 300) down to (75, 100, 125, 150). > Due to a coding error, the bullet dodge range was locked to 300 acrosss all difficulties.
Decreased the unshielded health regeneration of the final boss from (1.0, 1.0, 1.0, 1.0) down to (0.4, 0.6, 0.8, 1.0).
Decreased the base turn rate of the Blue Disruptor Missiles from (3.0, 3.5, 4.0, 4.5) down to (2.1, 2.9, 3.7, 4.5).
The Blue Disruptor Missile Burst was replaced with a giant Disruptor Missile that explodes and releases 5 Blue Disruptor Missiles. > Should give players a heads-up to prepare for missiles, or to quickly destroy the big one with a Manual Detonation.
Visuals:
Interface terminals now have an animated "..." when there's more text to display.
Blue Disruptor Missiles now glow to make them stand out from other projectiles.
Modified the impact particle of Blue Disruptor Missiles to better indicate when they impacted the player. > If they didn't directly impact the player, it will appear as a normal missile explosion. > If they hit the player directly, it will appear as a large, blue EMP explosion.
Audio:
Added a sound to Carriers launching Sentries and Drones.
Campaign:
Adjusted the barrier text in the R&D Admin Landing Pad to give better information.
Slightly reduced the numbers of Knights and Hunters in one specific fight sequence in Chapter 3.
Removed a wave of Hunters at the end of one specific battle in Chapter 3.
Adjusted the A.R.I.A. help text for the final boss.
Demo:
Slightly decreased the number of Wrestlers and Spinners that spawn in a specific fight on Area 3 of the Demo map.
Story:
Added a new section for Hel's Fighters story. > It includes information on its origins, staff, arenas, and Champions.
Bugs:
Fixed a bug where several objective markers in Area 2 triggered earlier than intended.
Fixed a bug where an objective marker in Area 5 triggered earlier than intended.
Fixed a bug where the Behemoth's turrets would not appear destroyed if killed during a phase swap.
Fixed a bug where the Conqueror could get stuck inside the player when using the Energy Spike.
Fixed a bug where the Conqueror's bullet dodge range was not adjusting for difficulty.
Fixed a bug where no button would be selected while trying to browse the Rebel Ops menu with a gamepad.
Fixed several Challenge typos.
Fixed an issue where firing sounds did not correctly adjust based off distance to the player. > Sounds too far away for the player to hear were still being played.
Techical Changes:
The Quick Map now remains open when switching rooms.
Improved enemy projectile handling during specific phase switches during the final boss.
If anyone is met with any sort of weird bug, or simply thinks that the final boss should be tougher than before, feel free to leave a comment, send an email to the support address, or make a post in either of the Steam support threads for MF-01 Aerostrike.
I extend my heartfelt appreciation to each and every one of you for your amazing support and valuable feedback. Your dedication to ACRES has been instrumental in shaping the game's evolution.
In this mid-week patch, I am pleased to share that significant strides have been made in enhancing performance. The game thread now operates at a remarkable sub-2ms CPU frame time on my development machine, equipped with an i9-10850K. Furthermore, efforts have been directed towards optimizing GPU usage, addressing concerns raised by the community.
The challenges in GPU overhead predominantly stem from Unreal 5's cutting-edge features, such as Nanite, Global Dynamic Lighting, Shadows Maps, and advanced Antialiasing methods. While these features undoubtedly elevate the visual and immersive aspects of the game, there's a conscientious effort to balance their benefits against the associated performance costs within ACRES.
To empower you with more control over your gaming experience, this patch introduces additional options in the video settings. These enhancements aim to provide a tailored balance between graphics quality and optimal performance, catering to a wider range of hardware configurations.
Your continued support and feedback remain invaluable as we navigate these improvements. Together, we are committed to refining ACRES and ensuring an exceptional gaming experience for all.
Thank you for being an integral part of the ACRES journey.
-Jimi
EA_0.23.1116.1 Patch Notes: Enhanced Gameplay and Optimization
Custom Level of Detail Support for Instanced Nanite Meshes:
Implemented custom Level of Detail (LOD) support for instanced nanite meshes.
Optimizes performance by seamlessly transitioning to lower-poly versions of high-detail objects, such as weeds, when the camera zooms out.
Addresses issues with Moiré patterns and pixel flickering.
Added a new setting to adjust the Level of Detail distance, giving players control over visual fidelity based on their preferences and system capabilities.
Dynamic Depth of Field Toggle:
Introduced an option to toggle Dynamic Depth of Field, providing players with greater control over their in-game visual experience. This setting can be toggled in the Video Settings.
Additional Video Settings:
Added a new video setting for 3D Resolution Scale, allowing players to fine-tune their graphics settings for optimal performance.
Introduced an additional option to limit the frames per second (FPS) to 90, catering to players who prefer a specific frame rate experience.
Added a warning prompt when selecting Unlimited GPU, explaining its implications and potential impact on GPU performance. "Enabling Unlimited FPS tells the GPU to always operate at maximum performance, approaching 100% utilization."
Default Game User Settings for New Installs:
New installs now come with default game user settings set to the "high" preset, ensuring a visually pleasing experience for players from the outset.
Deselect Tool with Right Mouse Click:
Implemented the ability to deselect the current tool with a right mouse click, streamlining the user interface and enhancing user convenience. This setting can be toggled in the Game Settings.
Hovering Price History Button Update:
Now, hovering over the price history button updates the tooltip name, offering more dynamic and informative feedback to players.
Added additional Save Support for last selected items:
Implemented save support for the last selected tractor, enhancing continuity and convenience in gameplay.
Added save support for the previous tool selection in each category, allowing players to seamlessly resume their preferred tool configurations.
Changed the selected tool to none at the beginning of the game, as the default selection was the remove placeable tool.
Hotkey for Detailed Storage Window:
Added a hotkey (CAPS) to open the detailed storage window, improving accessibility and efficiency for players managing storage.
Package Size Reduction:
Reduced the game's package size by 18% to 1.4GB, optimizing download and storage requirements.
EA_0.23.1116.2 Patch Notes: Localization Update
Updated Localization for New Items:
Improved localization for new in-game items, ensuring a more polished and consistent experience across languages.
Cooking Live - Italian Kitchen Simulator - Victoria S.
Jane’s been asked to shoot a TV program called “Cooking Strike” to show off her incredible cooking skills, and she needs to complete five levels in a row to make sure she’s ready!
While you complete the levels to get ready for the show, the TV crew will bring some more professional equipment.
If you fail a level, your progress will be reset and you’ll have to start from the beginning! You can try as many times as you want. The TV show’s paying for the food, so you won’t be using yours up.
When you finish the fifth level you’ll receive a big reward that includes booster parts, Coins, Rubies, and blog points!
If you don’t complete all the levels before the event ends, don’t worry. You aren’t losing anything, and there’ll always be another TV program!
We're thrilled to unveil the latest update to Fantasy Blacksmith—Version 1.01! This update brings a host of exciting changes, enhancements, and new features to elevate your gaming experience. We appreciate your ongoing support and feedback, which has played a crucial role in shaping this update.
Key Highlights:
Tutorial : We implemented a simple tutorial to guide you in how the processes work. Options : There are more settings to chose from wen it comes to graphics and camera.
Improvements and Enhancements:
We reworked the hold object action, making it more responsive and harder to lose the object.
End game "Failure Panel" now you will have a status panel with all the progress you got in this run.
The house is slightly changed.
Bug Fixes:
The object that will fall down the map, will teleport in the shop basket.
For some strange reason you where able to make a sword out of cold (not heated) metals, now you can't.
Community :
Thank You:
Thank you for being part of the Fantasy Blacksmith community. We hope you enjoy exploring the new content and features in Version 1.01 . As always, your feedback is crucial to our ongoing development efforts.
Welcome to the Preview build of the first of our Quality of Life (QOL) releases, on the road to Full Release. For more information on the recent change to our release plan, check out the link at the bottom of this announcement.
Update 1.9.7 comes with a number of QOL improvements for you to check out. You can jump right in and give them a go now on the 1.9.7 Experimental branch!
We look forward to hearing any feedback and please let us know if you find any issues. Feedback and bugs can be posted on the Steam forums, or alternatively, you can join us on our official Discord server.
Preview build highlights
Improved Map Generator
Starting off the QOL improvements for 1.9.7 is an update to the Map Generator. With improved visuals, it is now much easier to identify elevations on the Map Gen minimap. We have also addressed a couple of bugs and implemented other improvements which means you will no longer encounter any micro-territories or broken territories on your maps.
Interior Access
With 1.9.7, buildings no longer need separate door parts but will look at interior access as a whole. For example, an entrance to your treasury could be part of an attached Great Hall.
So that you can check that your buildings are accessible, we have added a handy toggleable tool that will clearly show when your buildings have interior access, letting you know when they are fully navigable.
Ghost Construction Preview
When placing buildings in 1.9.7, all other buildings under construction will show as ghost visualizations for easier placement of new construction projects or building parts.
Improved Construction Flow
Builders will now prioritize constructions based on the order in which they were started instead of proximity to the builder's workshop. In addition, builders will be dispatched more evenly between construction projects. Building flow is further improved with our next QOL improvement…
Traveling and Work Time
You will be glad to hear that we have now removed the villager's travel time from their overall work time. This will enable them to use their work time more effectively. For instance, crop yields and production cycles will be more consistent, despite any long distances your villagers may have to walk to get to work.
The Monastic Emissary
A new building function has been added to the Monastery. The new Emissary Office will employ a Sister or Brother in the role of Monastic Emissary (similar to the Bailiff role), dealing with Clergy privileges and mandates.
Resource Favorites
This one has been at the top of many of your feature requests… It is now possible to choose your favorite resources to add to the Resource Bar! Mark as many favorites as you wish in the resource window of the Book. Resources not marked as favorites will eventually be pushed down to the non-favorite section.
Buildings Function Status
Buildings now have a clear function status and feedback. They will indicate when they can no longer work if one of their construction requirements is missing. Restoring the condition will resume the workplace.
Housing Upgrades/Downgrades
When a House is upgraded or downgraded, it would revert to its foundation construction stage and could easily be mistaken for a brand-new house. To remove this potential confusion, houses will downgrade or upgrade to a later construction step, making it more clear what tier of housing it is, as well as no longer looking like a fresh construction.
And More!
As you would no doubt expect, there are a number of bug fixes coming with the 1.9.7 QOL update, which are included in this Preview build. You can check out the full changelog below.
How to play the preview build
Open Steam
Right-click on Foundation from your Library
Click Properties -> BETAS
Opt into the Experimental branch.
This will initiate a download (Note: you may need to restart Steam for the download to begin). Once the download is complete, you will be able to play the preview version of Update 1.9.7!
Changelog
New
Added Interior Access visualization and construction toggle
Players can now specify their favorite resources in the top resource bar
Added a Bailiff option for the Monastery: The Monastic Emissary, a Brother/Sister working at the Emissary Office
Ghosts of buildings under construction are now displayed when you are in Construction/Edit mode
Update
Construction sites are now prioritized by start time, not by closest distance
Workers should go to their workplace before starting their work time
Display attach node only when snap mode is toggled or part needs to be mandatory attached
The Market Monument has been turned into a building with parts instead of a Monument with sub-buildings.
Moved the Clergy Privilege and Clergy Influence mandates to the Monastic Emissary
Improvements to monument attach nodes
House Upgrade/Downgrade transition improvements to show construction steps and not new build
Overall improvement of the Mandate window & tooltips
Various UI improvements
Fix
Soldiers - soldiers using the barracks as their houses could not fulfill their needs when the monument is being expanded.
Bailiff - Changing the bailiff resulted in the edict "contractual wage" to not be applied until reload.
Book - Logs - Newcomer notification was not updated "live"
Monument Editing - Display all possible attach nodes when a part is being placed / moved.
Cloister - Could not start construction if function was switched
Monument Editing - Prevent parts from being attached to house attach nodes.
Building Highlight - Sometimes, a building would remain highlighted even if the window is closed and the cursor is not on the part.
Mandate Window - The window did not close when the Great Hall was destroyed.
Deliver Wood Quest - Displayed requirement was 50 but required 100 to complete
Unlockables - Show part's description when there is no building function
Missing Unlockable descriptions on Candle & Commonware extension
Map generator
Update
Improved elevation texture visuals
Fix
It was possible to have a broken territory on specific generated map seeds
Some territory regions were too small
Somea maps had unreachable village path exits
Some setting changes could create unwanted bumps on islands
Modding
Territory Tooltip - Always shows "coins / week" even if resource is changed
Support buying from trade routes with certain condition
Also, check out the recent announcement of a change to our release plan here.